<?php
/**
 * <https://y.st./>
 * Copyright © 2019 Alex Yst <mailto:copyright@y.st>
 * 
 * This program is free software: you can redistribute it and/or modify
 * it under the terms of the GNU General Public License as published by
 * the Free Software Foundation, either version 3 of the License, or
 * (at your option) any later version.
 * 
 * This program is distributed in the hope that it will be useful,
 * but WITHOUT ANY WARRANTY; without even the implied warranty of
 * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
 * GNU General Public License for more details.
 * 
 * You should have received a copy of the GNU General Public License
 * along with this program. If not, see <https://www.gnu.org./licenses/>.
**/

$xhtml = array(
	'<{title}>' => 'A botched compile',
	'takedown' => '2017-11-01',
	'<{body}>' => <<<END
<img src="/img/CC_BY-SA_4.0/y.st./weblog/2019/07/07.jpg" alt="A white flower with red-magenta highlights" class="framed-centred-image" width="800" height="480"/>
<section id="diet">
	<h2>Dietary intake</h2>
	<p>
		For breakfast, I had 79 grams of cereal and 212 grams of soy milk.
		I didn&apos;t really make time for lunch.
		For dinner, I had 3 small, baked potatoes with butter and lemon dill seasoning.
		After work, I had a 360-gram smoothie.
	</p>
</section>
<section id="drudgery">
	<h2>Drudgery</h2>
	<p>
		My discussion post for the day:
	</p>
	<blockquote>
		<p>
			I agree that making websites mobile-friendly is a good thing.
			However, making separate mobile websites can be really annoying to your users if you don&apos;t include some of the features that the full version of the site has.
			That&apos;s something you need to be careful of.
			Another thing companies tend to do is redirect the main version of their website to their mobile version if they think you&apos;re on a mobile.
			That can be <strong>*incredibly*</strong> frustrating, as it completely bars the user from accessing the full version of the site, which they may need to do, for example, if you forgot to or neglected to include a key feature they need to use on the mobile version.
			The other issue is that such detection systems often mess up pretty badly and redirect desktop user to the mobile site if the server doesn&apos;t recognise the browser&apos;s <code>User-Agent</code> string.
			As a rule of thumb, if your server is reading sending different content (or redirecting users) based on the <code>User-Agent</code> string, you&apos;re doing something terribly incorrectly, and should instead focus your efforts on following $a[W3C] standards so your code will run on most browsers.
			In the case of mobiles, responsive design can be a big help.
			You mentioned not wanting to send mobiles huge images that are slow to download and too big to really be displayed on a tiny screen anyway.
			Responsive design - <strong>*not*</strong> a separate mobile site - is the best way to handle that.
			The mobile can select the smaller image file (or no image, if that&apos;s what you choose) based on its screen size.
		</p>
		<p>
			It&apos;s important to note that a mobile-optimised website is not the same thing as a separate mobile website.
			A mobile-optimised site allows mobiles to effectively make use the features of your website.
			On the other hand, a separate mobile website is a lazy option that usually doesn&apos;t work as well as your main website.
			Creating a separate mobile version of your website is a disservice to your users.
		</p>
		<p>
			You make an excellent point about not making pages that don&apos;t scale down.
			Even on my laptop, I&apos;ve seen fixed-width pages that are way too wide, and they&apos;re annoying to deal with.
			On a mobile screen, they&apos;d be even worse.
			Making data available without having to hover over things is important too, like you said.
			Again though, this isn&apos;t mobile-specific.
			In fact, most mobile optimisations you should make on a website help more than just mobiles.
			In the case of mouse-over text, many assistive technologies such as screen readers (used by blind people) don&apos;t perform well with mouse-over text.
		</p>
	</blockquote>
</section>
<section id="Minetest">
	<h2>Minetest</h2>
	<img src="/img/CC_BY-SA_3.0/minetest.net./weblog/2019/07/07.png" alt="A good place to start" class="framed-centred-image" width="1024" height="600"/>
	<p>
		In the world I made yesterday, I had the <code>give_initial_stuff</code> feature turned on, but I decided to start over with it disabled.
		Also, I don&apos;t think I&apos;ll be jumping right into a huge project like I&apos;d originally planned.
		I&apos;m just going to get started and get a basic base of operations set up so I can gather materials and such.
		Eventually, I&apos;ll get started on the road-building project, though I probably won&apos;t actually build the roads out as far as initially planned either.
		I&apos;m the only person in this game world, so I really don&apos;t need roads that stretch all the way across the map.
	</p>
	<p>
		This play-through should be interesting.
		One interesting quirk is that I&apos;ve hot no way to warp anywhere.
		Often, there&apos;s some sort of teleportation command, such as <code>/home</code>, but <code>/home</code> and <code>/sethome</code> are disabled by default and I opted not to enable them.
		That means any time I go mining, I&apos;ve got to be able to backtrack and get back to the surface.
		Otherwise, my only option is to die down there, which would cause me to leave behind all the stuff I&apos;d mined at my corpse.
	</p>
	<p>
		In the image above, you can see the island the game&apos;s been spawning me at in this version.
		As you can tell, it&apos;s got a nice-looking mountain nearby, but the actual spawn area is much flatter than what I&apos;ve been dealing with.
		It&apos;s a much more habitable place, especially when first starting out.
		It&apos;s even got several trees to use for lumber.
	</p>
	<p>
		I did quite a bit of mining, though I couldn&apos;t find any iron with which to build a chest.
		I ended up just using my own corpse as a sort of makeshift chest because I couldn&apos;t carry everything.
		In the end though, I noticed that my bones were labelled as belonging to <code>singleplayer</code>.
		I was sure I&apos;d modified the source code to give myself the name <code>AlexYst</code>, but I guess that before th compilation error.
		There was a set of parentheses in the directory name for that copy of Minetest, and the compiler choked on the opening one for some reason.
		I ended up re-decompressing the archive to start fresh, choosing a different directory name using square brackets instead, and trying again.
		This time, it worked, but I guess I didn&apos;t modify the player name again.
		Frustratingly, this means I have to start over.
		Using the old player back end, I could simply rename the player in my player file and rename the player file to match, but now, SSLite is used as the player back end.
		I don&apos;t have a good way to modify SQLite files.
		I&apos;ve got to start over my world to to get the right player name.
		I&apos;m not playing as <code>singleplayer</code>; that&apos;s such a stupid name.
		I wish I&apos;d noticed before doing so much mining though.
	</p>
	<p>
		This time, I&apos;m going with a different strategy.
		Initially, I tried to find iron so I could get a chest made and get settled.
		Iron seems to be scarce on the surface in Minetest Game 5.0.1 though.
		I used the same world seed as I always do, but even the places I&apos;d found iron in the past simply don&apos;t seem to have it.
		I kept venturing out for materials, and even found a nice glacier to mine.
		I wasn&apos;t prepared for glacier-mining because I still hadn&apos;t found iron, still hadn&apos;t settled down, and still didn&apos;t have anything better than stone tools, so I had to leave it behind after mining only a little over a stack of ice.
		I figured I&apos;d use ice to build my roof.
		On top of the pine walls, I thought it&apos;d look cool.
		That won&apos;t be happening now though.
	</p>
	<p>
		Instead, I&apos;ll first focus on terraforming the place I&apos;ve been landed at.
		I keep spawning there when I die, and that&apos;ll continue until I can manage to craft a bed.
		I need to find a jungle for that though, so I can get cotton seeds from jungle grass.
		So for now, I&apos;ll have to have this place be my base of operations.
		I&apos;d planned to do that before too, but this time, I won&apos;t try to get things set up how I like before settling down.
		I&apos;ll work with the materials that are on-hand there, then try to build out my inventory.
		That means no chest to begin with.
		I&apos;ll just have to store things in my own corpses as I&apos;ve been doing.
	</p>
	<p>
		The area has a thin layer of dirt over part of it, but is mostly sand.
		I don&apos;t want to build on sand, so I&apos;ll need to dig away everything.
		Like I said; terraforming.
		With the sand gone, I&apos;ll lay the dirt back down directly on the rock.
		I&apos;m not sure I&apos;ll have enough dirt for that, to be honest, but I&apos;ll have enough to get started.
		I&apos;m trying to keep the coniferous litter too, so I can&apos;t dig away the top all at once.
		I&apos;ll need to dig away part of it all the way down to the stone, then leave a trail of dirt for the coniferous litter to propagate down.
		With that done, I&apos;ll get the trees replanted that I&apos;ll be cutting down in the area, as well as build a small house.
		I&apos;ll probably use a roof of snow instead of a roof of ice, as I don&apos;t yet have access to ice before getting settled down.
		The snow roof will probably fit the mood of the area better though, anyway.
		Once I have the place settled, I&apos;ll build a mine right there, instead of trying to go off and find iron elsewhere.
		When I&apos;ve got enough materials to move on in the game, then and only then will I start looking for a jungle to get cotton.
		I&apos;ll start building out the main road, and will probably continue it until I run into a jungle, then move there and try settling that place as well.
	</p>
</section>
END
);
